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/*
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 *  The Mana World
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 *  Copyright (C) 2004  The Mana World Development Team
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 *
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 *  This file is part of The Mana World.
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 *
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 *  This program is free software; you can redistribute it and/or modify
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 *  it under the terms of the GNU General Public License as published by
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 *  the Free Software Foundation; either version 2 of the License, or
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 *  any later version.
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 *
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 *  This program is distributed in the hope that it will be useful,
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 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
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 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 *  GNU General Public License for more details.
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 *
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 *  You should have received a copy of the GNU General Public License
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 *  along with this program; if not, write to the Free Software
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 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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 */
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#include "beingmanager.h"
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#include "channelmanager.h"
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#include "commandhandler.h"
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#include "configuration.h"
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#include "effectmanager.h"
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#include "emoteshortcut.h"
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#include "engine.h"
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#include "flooritemmanager.h"
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#include "game.h"
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#include "graphics.h"
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#include "itemshortcut.h"
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#include "joystick.h"
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#include "keyboardconfig.h"
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#include "localplayer.h"
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#include "log.h"
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#include "main.h"
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#include "map.h"
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#include "npc.h"
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#include "particle.h"
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#include "playerrelations.h"
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#include "sound.h"
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#include "gui/widgets/chattab.h"
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#include "gui/buy.h"
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#include "gui/buysell.h"
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#include "gui/chat.h"
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#include "gui/confirmdialog.h"
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#include "gui/debugwindow.h"
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#include "gui/emoteshortcutcontainer.h"
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#include "gui/equipmentwindow.h"
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#include "gui/gui.h"
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#include "gui/help.h"
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#include "gui/inventorywindow.h"
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#include "gui/shortcutwindow.h"
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#include "gui/itemshortcutcontainer.h"
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#include "gui/minimap.h"
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#include "gui/ministatus.h"
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#include "gui/npcdialog.h"
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#include "gui/okdialog.h"
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#include "gui/outfitwindow.h"
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#include "gui/sdlinput.h"
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#include "gui/sell.h"
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#include "gui/setup.h"
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#include "gui/skilldialog.h"
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#include "gui/statuswindow.h"
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#include "gui/trade.h"
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#include "gui/viewport.h"
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#include "gui/windowmenu.h"
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#include "gui/partywindow.h"
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#ifdef TMWSERV_SUPPORT
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#include "gui/buddywindow.h"
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#include "gui/guildwindow.h"
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#endif
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#include "gui/npcpostdialog.h"
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#include "gui/quitdialog.h"
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#include "gui/specialswindow.h"
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#include "gui/storagewindow.h"
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#include "net/gamehandler.h"
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#include "net/generalhandler.h"
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#include "net/net.h"
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#include "net/tmwserv/inventoryhandler.h"
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#include "net/ea/inventoryhandler.h"
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#include "resources/imagewriter.h"
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#include "utils/gettext.h"
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#include <guichan/exception.hpp>
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#include <guichan/focushandler.hpp>
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#include <fstream>
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#include <physfs.h>
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#include <sstream>
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#include <string>
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std::string map_path;
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bool done = false;
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volatile int tick_time;
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volatile int fps = 0, frame = 0;
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Engine *engine = NULL;
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Joystick *joystick = NULL;
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extern Window *weightNotice;
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extern Window *deathNotice;
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QuitDialog *quitDialog = NULL;
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OkDialog *disconnectedDialog = NULL;
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ChatWindow *chatWindow;
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StatusWindow *statusWindow;
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MiniStatusWindow *miniStatusWindow;
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BuyDialog *buyDialog;
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SellDialog *sellDialog;
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#ifdef EATHENA_SUPPORT
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BuySellDialog *buySellDialog;
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#endif
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InventoryWindow *inventoryWindow;
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SkillDialog *skillDialog;
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PartyWindow *partyWindow;
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#ifdef TMWSERV_SUPPORT
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BuddyWindow *buddyWindow;
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GuildWindow *guildWindow;
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#endif
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NpcDialog *npcDialog;
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NpcPostDialog *npcPostDialog;
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StorageWindow *storageWindow;
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Minimap *minimap;
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EquipmentWindow *equipmentWindow;
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TradeWindow *tradeWindow;
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HelpWindow *helpWindow;
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DebugWindow *debugWindow;
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ShortcutWindow *itemShortcutWindow;
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ShortcutWindow *emoteShortcutWindow;
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OutfitWindow *outfitWindow;
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SpecialsWindow *specialsWindow;
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BeingManager *beingManager = NULL;
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FloorItemManager *floorItemManager = NULL;
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ChannelManager *channelManager = NULL;
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CommandHandler *commandHandler = NULL;
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Particle *particleEngine = NULL;
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EffectManager *effectManager = NULL;
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ChatTab *localChatTab = NULL;
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/**
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 * Tells the max tick value,
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 * setting it back to zero (and start again).
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 */
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const int MAX_TICK_VALUE = 10000;
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/**
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 * Set the milliseconds value of a tick time.
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 */
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const int MILLISECONDS_IN_A_TICK = 10;
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/**
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 * Listener used for exiting handling.
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 */
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namespace {
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    class ExitListener : public gcn::ActionListener
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    {
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    public:
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        void action(const gcn::ActionEvent &event)
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        {
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            if (event.getId() == "yes" || event.getId() == "ok")
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                done = true;
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            disconnectedDialog = NULL;
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        }
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    } exitListener;
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}
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/**
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 * Advances game logic counter.
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 * Called every 10 milliseconds by SDL_AddTimer()
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 * @see MILLISECONDS_IN_A_TICK value
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 */
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Uint32 nextTick(Uint32 interval, void *param)
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{
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    tick_time++;
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    if (tick_time == MAX_TICK_VALUE) tick_time = 0;
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    return interval;
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}
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/**
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 * Updates fps.
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 * Called every seconds by SDL_AddTimer()
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 */
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Uint32 nextSecond(Uint32 interval, void *param)
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{
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    fps = frame;
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    frame = 0;
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    return interval;
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}
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/**
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 * @return the elapsed time in milliseconds
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 * between two tick values.
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 */
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int get_elapsed_time(int start_time)
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{
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    if (start_time <= tick_time)
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        return (tick_time - start_time) * MILLISECONDS_IN_A_TICK;
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    else
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        return (tick_time + (MAX_TICK_VALUE - start_time))
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                * MILLISECONDS_IN_A_TICK;
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}
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/**
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 * Initialize every game sub-engines in the right order
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 */
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static void initEngines()
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{
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    engine = new Engine;
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    beingManager = new BeingManager;
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    commandHandler = new CommandHandler;
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    floorItemManager = new FloorItemManager;
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    channelManager = new ChannelManager;
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    effectManager = new EffectManager;
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    particleEngine = new Particle(NULL);
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    particleEngine->setupEngine();
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}
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/**
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 * Create all the various globally accessible gui windows
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 */
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static void createGuiWindows()
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{
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    setupWindow->clearWindowsForReset();
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    // Create dialogs
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    chatWindow = new ChatWindow;
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    buyDialog = new BuyDialog;
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    sellDialog = new SellDialog;
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    tradeWindow = new TradeWindow;
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    partyWindow = new PartyWindow;
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#ifdef TMWSERV_SUPPORT
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    buddyWindow = new BuddyWindow;
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    guildWindow = new GuildWindow;
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#else
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    buySellDialog = new BuySellDialog;
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#endif
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    equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
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    npcDialog = new NpcDialog;
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    npcPostDialog = new NpcPostDialog;
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    storageWindow = new StorageWindow;
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    statusWindow = new StatusWindow;
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    miniStatusWindow = new MiniStatusWindow;
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    inventoryWindow = new InventoryWindow;
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    skillDialog = new SkillDialog;
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    minimap = new Minimap;
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    helpWindow = new HelpWindow;
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    debugWindow = new DebugWindow;
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    itemShortcutWindow = new ShortcutWindow("ItemShortcut",
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                                            new ItemShortcutContainer);
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    emoteShortcutWindow = new ShortcutWindow("EmoteShortcut",
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                                             new EmoteShortcutContainer);
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    outfitWindow = new OutfitWindow();
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    specialsWindow = new SpecialsWindow();
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    localChatTab = new ChatTab(_("General"));
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    if (config.getValue("logToChat", 0))
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    {
272
        logger->setChatWindow(chatWindow);
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    }
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    Net::getGeneralHandler()->guiWindowsLoaded();
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}
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/**
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 * Destroy all the globally accessible gui windows
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 */
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static void destroyGuiWindows()
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{
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    Net::getGeneralHandler()->guiWindowsUnloaded();
284
    logger->setChatWindow(NULL);
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    delete localChatTab; // Need to do this first, so it can remove itself
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    delete chatWindow;
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    delete statusWindow;
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    delete miniStatusWindow;
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    delete buyDialog;
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    delete sellDialog;
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#ifdef EATHENA_SUPPORT
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    delete buySellDialog;
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#endif
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    delete inventoryWindow;
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    delete partyWindow;
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    delete npcDialog;
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    delete npcPostDialog;
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#ifdef TMWSERV_SUPPORT
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    delete buddyWindow;
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    delete guildWindow;
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#endif
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    delete skillDialog;
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    delete minimap;
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    delete equipmentWindow;
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    delete tradeWindow;
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    delete helpWindow;
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    delete debugWindow;
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    delete itemShortcutWindow;
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    delete emoteShortcutWindow;
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    delete storageWindow;
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    delete outfitWindow;
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    delete specialsWindow;
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}
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Game::Game():
316
    mLastTarget(Being::UNKNOWN),
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    mLogicCounterId(0), mSecondsCounterId(0)
318
{
319
    done = false;
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321
        createGuiWindows();
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323
        mWindowMenu = new WindowMenu;
324
        windowContainer->add(mWindowMenu);
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326
        initEngines();
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        // Initialize logic and seconds counters
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        tick_time = 0;
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        mLogicCounterId = SDL_AddTimer(MILLISECONDS_IN_A_TICK, nextTick, NULL);
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        mSecondsCounterId = SDL_AddTimer(1000, nextSecond, NULL);
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        // This part is eAthena specific
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        // For TMWserv, the map is obtained
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        // with the GPMSG_PLAYER_MAP_CHANGE flag.
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        map_path = map_path.substr(0, map_path.rfind("."));
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        if (!map_path.empty())
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            engine->changeMap(map_path);
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        // Initialize beings
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        beingManager->setPlayer(player_node);
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       /*
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        * To prevent the server from sending data before the client
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        * has initialized, I've modified it to wait for a "ping"
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        * from the client to complete its initialization
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        *
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        * Note: This only affects the latest eAthena version.  This
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        * packet is handled by the older version, but its response
350
        * is ignored by the client
351
        */
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        Net::getGameHandler()->ping(tick_time);
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        // Initialize frame limiting
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        config.addListener("fpslimit", this);
356
        optionChanged("fpslimit");
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        Joystick::init();
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        // TODO: The user should be able to choose which one to use
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        // Open the first device
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        if (Joystick::getNumberOfJoysticks() > 0)
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            joystick = new Joystick(0);
363
364
        setupWindow->setInGame(true);
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}
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Game::~Game()
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{
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    delete mWindowMenu;
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    destroyGuiWindows();
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    delete beingManager;
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    delete player_node;
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    delete floorItemManager;
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    delete channelManager;
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    delete commandHandler;
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    delete joystick;
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    delete particleEngine;
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    delete engine;
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382
    viewport->setMap(NULL);
383
    player_node = NULL;
384
    beingManager = NULL;
385
    floorItemManager = NULL;
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    joystick = NULL;
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388
    SDL_RemoveTimer(mLogicCounterId);
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    SDL_RemoveTimer(mSecondsCounterId);
390
}
391
392
static bool saveScreenshot()
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{
394
    static unsigned int screenshotCount = 0;
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396
    SDL_Surface *screenshot = graphics->getScreenshot();
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    // Search for an unused screenshot name
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    std::stringstream filenameSuffix;
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    std::stringstream filename;
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    std::fstream testExists;
402
    bool found = false;
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404
    do {
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        screenshotCount++;
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        filename.str("");
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        filenameSuffix.str("");
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        filename << PHYSFS_getUserDir();
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#if (defined __USE_UNIX98 || defined __FreeBSD__)
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        filenameSuffix << ".tmw/";
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#elif defined __APPLE__
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        filenameSuffix << "Desktop/";
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#endif
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        filenameSuffix << "TMW_Screenshot_" << screenshotCount << ".png";
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        filename << filenameSuffix.str();
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        testExists.open(filename.str().c_str(), std::ios::in);
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        found = !testExists.is_open();
418
        testExists.close();
419
    } while (!found);
420
421
    const bool success = ImageWriter::writePNG(screenshot, filename.str());
422
423
    if (success)
424
    {
425
        std::stringstream chatlogentry;
426
        // TODO: Make it one complete gettext string below
427
        chatlogentry << _("Screenshot saved to ~/") << filenameSuffix.str();
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        localChatTab->chatLog(chatlogentry.str(), BY_SERVER);
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    }
430
    else
431
    {
432
        localChatTab->chatLog(_("Saving screenshot failed!"), BY_SERVER);
433
        logger->log("Error: could not save screenshot.");
434
    }
435
436
    SDL_FreeSurface(screenshot);
437
438
    return success;
439
}
440
441
void Game::optionChanged(const std::string &name)
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{
443
    int fpsLimit = (int) config.getValue("fpslimit", 60);
444
445
    mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
446
447
    // Reset draw time to current time
448
    mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
449
}
450
451
void Game::logic()
452
{
453
    // mDrawTime has a higher granularity than gameTime in order to be able to
454
    // work with minimum frame durations in milliseconds.
455
    int gameTime = tick_time;
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    mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
457
458
    while (!done)
459
    {
460
        if (Map *map = engine->getCurrentMap())
461
            map->update(get_elapsed_time(gameTime));
462
463
        // Handle all necessary game logic
464
        while (get_elapsed_time(gameTime) > 0)
465
        {
466
            handleInput();
467
            engine->logic();
468
            gameTime++;
469
        }
470
471
        // This is done because at some point tick_time will wrap.
472
        gameTime = tick_time;
473
474
        // Update the screen when application is active, delay otherwise.
475
        if (SDL_GetAppState() & SDL_APPACTIVE)
476
        {
477
            // Draw a frame if either frames are not limited or enough time has
478
            // passed since the last frame.
479
            if (!mMinFrameTime ||
480
                get_elapsed_time(mDrawTime / 10) > mMinFrameTime)
481
            {
482
                frame++;
483
                gui->draw();
484
                graphics->updateScreen();
485
                mDrawTime += mMinFrameTime;
486
487
                // Make sure to wrap mDrawTime, since tick_time will wrap.
488
                if (mDrawTime > MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK)
489
                    mDrawTime -= MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK;
490
            }
491
            else
492
            {
493
                SDL_Delay(MILLISECONDS_IN_A_TICK);
494
            }
495
        }
496
        else
497
        {
498
            SDL_Delay(MILLISECONDS_IN_A_TICK);
499
            mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
500
        }
501
502
        // Handle network stuff
503
        Net::getGeneralHandler()->flushNetwork();
504
        if (!Net::getGameHandler()->isConnected())
505
        {
506
            if (state != STATE_ERROR)
507
            {
508
                errorMessage = _("The connection to the server was lost, "
509
                                 "the program will now quit");
510
            }
511
512
            if (!disconnectedDialog)
513
            {
514
                disconnectedDialog = new OkDialog(_("Network Error"), errorMessage);
515
                disconnectedDialog->addActionListener(&exitListener);
516
                disconnectedDialog->requestMoveToTop();
517
            }
518
        }
519
    }
520
}
521
522
void Game::handleInput()
523
{
524
    if (joystick)
525
        joystick->update();
526
527
    // Events
528
    SDL_Event event;
529
    while (SDL_PollEvent(&event))
530
    {
531
        bool used = false;
532
533
        // Keyboard events (for discontinuous keys)
534
        if (event.type == SDL_KEYDOWN)
535
        {
536
            gcn::Window *requestedWindow = NULL;
537
538
            if (setupWindow->isVisible() &&
539
                keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
540
            {
541
                keyboard.setNewKey((int) event.key.keysym.sym);
542
                keyboard.callbackNewKey();
543
                keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE);
544
                return;
545
            }
546
547
            // send straight to gui for certain windows
548
            if (npcPostDialog->isVisible())
549
            {
550
                try
551
                {
552
                    guiInput->pushInput(event);
553
                }
554
                catch (gcn::Exception e)
555
                {
556
                    const char* err = e.getMessage().c_str();
557
                    logger->log("Warning: guichan input exception: %s", err);
558
                }
559
                return;
560
            }
561
562
            // Mode switch to emotes
563
            if (keyboard.isKeyActive(keyboard.KEY_EMOTE))
564
            {
565
                // Emotions
566
                int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym);
567
                if (emotion)
568
                {
569
                    emoteShortcut->useEmote(emotion);
570
                    used = true;
571
                    return;
572
                }
573
            }
574
575
            if (!chatWindow->isInputFocused()
576
                && !gui->getFocusHandler()->getModalFocused())
577
            {
578
                if (keyboard.isKeyActive(keyboard.KEY_OK))
579
                {
580
                    // Do not focus chat input when quit dialog is active
581
                    if (quitDialog != NULL && quitDialog->isVisible())
582
                        continue;
583
                    // Close the Browser if opened
584
                    else if (helpWindow->isVisible() &&
585
                                keyboard.isKeyActive(keyboard.KEY_OK))
586
                        helpWindow->setVisible(false);
587
                    // Close the config window, cancelling changes if opened
588
                    else if (setupWindow->isVisible() &&
589
                                keyboard.isKeyActive(keyboard.KEY_OK))
590
                        setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
591
                    else if (npcDialog->isVisible() &&
592
                                keyboard.isKeyActive(keyboard.KEY_OK))
593
                        npcDialog->action(gcn::ActionEvent(NULL, "ok"));
594
                    /*
595
                    else if (guildWindow->isVisible())
596
                    {
597
                        // TODO: Check if a dialog is open and close it if so
598
                    }
599
                    */
600
                }
601
                if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT))
602
                {
603
                    if (chatWindow->requestChatFocus())
604
                        used = true;
605
                }
606
                if (npcDialog->isVisible())
607
                {
608
                    if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP))
609
                        npcDialog->move(1);
610
                    else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN))
611
                        npcDialog->move(-1);
612
                }
613
            }
614
615
616
            if (!chatWindow->isInputFocused() || (event.key.keysym.mod & KMOD_ALT))
617
            {
618
                if (keyboard.isKeyActive(keyboard.KEY_PREV_CHAT_TAB))
619
                {
620
                    chatWindow->prevTab();
621
                    return;
622
                }
623
                else if (keyboard.isKeyActive(keyboard.KEY_NEXT_CHAT_TAB))
624
                {
625
                    chatWindow->nextTab();
626
                    return;
627
                }
628
            }
629
630
            if ((event.key.keysym.mod & KMOD_RCTRL || event.key.keysym.mod & KMOD_LCTRL)
631
                && !chatWindow->isInputFocused())
632
            {
633
                int outfitNum = -1;
634
                switch (event.key.keysym.sym)
635
                {
636
                    case SDLK_1:
637
                        outfitNum = 0;
638
                        break;
639
640
                    case SDLK_2:
641
                        outfitNum = 1;
642
                        break;
643
644
                    case SDLK_3:
645
                        outfitNum = 2;
646
                        break;
647
648
                    case SDLK_4:
649
                        outfitNum = 3;
650
                        break;
651
652
                    case SDLK_5:
653
                        outfitNum = 4;
654
                        break;
655
656
                    case SDLK_6:
657
                        outfitNum = 5;
658
                        break;
659
660
                    case SDLK_7:
661
                        outfitNum = 6;
662
                        break;
663
664
                    case SDLK_8:
665
                        outfitNum = 7;
666
                        break;
667
668
                    case SDLK_9:
669
                        outfitNum = 8;
670
                        break;
671
672
                    case SDLK_0:
673
                        outfitNum = 9;
674
                        break;
675
676
                    case SDLK_MINUS:
677
                        outfitNum = 10;
678
                        break;
679
680
                    case SDLK_EQUALS:
681
                        outfitNum = 11;
682
                        break;
683
684
                    case SDLK_BACKSPACE:
685
                        outfitNum = 12;
686
                        break;
687
688
                    case SDLK_INSERT:
689
                        outfitNum = 13;
690
                        break;
691
692
                    case SDLK_HOME:
693
                        outfitNum = 14;
694
                        break;
695
696
                    default:
697
                        break;
698
                }
699
                if (outfitNum >= 0)
700
                {
701
                    used = true;
702
                    if (event.key.keysym.mod & KMOD_RCTRL)
703
                        outfitWindow->wearOutfit(outfitNum);
704
                    else if (event.key.keysym.mod & KMOD_LCTRL)
705
                        outfitWindow->copyOutfit(outfitNum);
706
                }
707
            }
708
709
            const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
710
            switch (tKey)
711
            {
712
                case KeyboardConfig::KEY_SCROLL_CHAT_UP:
713
                    if (chatWindow->isVisible())
714
                    {
715
                        chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
716
                        used = true;
717
                    }
718
                    break;
719
                case KeyboardConfig::KEY_SCROLL_CHAT_DOWN:
720
                    if (chatWindow->isVisible())
721
                    {
722
                        chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
723
                        used = true;
724
                        return;
725
                    }
726
                    break;
727
                case KeyboardConfig::KEY_WINDOW_HELP:
728
                    // In-game Help
729
                    if (helpWindow->isVisible())
730
                        helpWindow->setVisible(false);
731
                    else
732
                    {
733
                        helpWindow->loadHelp("index");
734
                        helpWindow->requestMoveToTop();
735
                    }
736
                    used = true;
737
                    break;
738
               // Quitting confirmation dialog
739
               case KeyboardConfig::KEY_QUIT:
740
                    if (!quitDialog)
741
                    {
742
                        quitDialog = new QuitDialog(&done, &quitDialog);
743
                        quitDialog->requestMoveToTop();
744
                    }
745
                    else
746
                    {
747
                        quitDialog->action(gcn::ActionEvent(NULL, "cancel"));
748
                    }
749
                    break;
750
                default:
751
                    break;
752
            }
753
            if (keyboard.isEnabled() &&
754
                 !chatWindow->isInputFocused() && !npcDialog->isInputFocused())
755
            {
756
                const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
757
758
                // Do not activate shortcuts if tradewindow is visible
759
                if (!tradeWindow->isVisible())
760
                {
761
                    // Checks if any item shortcut is pressed.
762
                    for (int i = KeyboardConfig::KEY_SHORTCUT_1;
763
                             i <= KeyboardConfig::KEY_SHORTCUT_12;
764
                             i++)
765
                    {
766
                        if (tKey == i && !used)
767
                        {
768
                            itemShortcut->useItem(
769
                                          i - KeyboardConfig::KEY_SHORTCUT_1);
770
                            break;
771
                        }
772
                    }
773
                }
774
775
                switch (tKey)
776
                {
777
                    case KeyboardConfig::KEY_PICKUP:
778
                        {
779
#ifdef TMWSERV_SUPPORT
780
                            const Vector &pos = player_node->getPosition();
781
                            Uint16 x = (int) pos.x / 32;
782
                            Uint16 y = (int) pos.y / 32;
783
#else
784
                            Uint16 x = player_node->getTileX();
785
                            Uint16 y = player_node->getTileY();
786
#endif
787
                            FloorItem *item =
788
                                floorItemManager->findByCoordinates(x, y);
789
790
                            // If none below the player, try the tile in front
791
                            // of the player
792
                            if (!item)
793
                            {
794
                                // Temporary until tile-based picking is
795
                                // removed.
796
                                switch (player_node->getSpriteDirection())
797
                                {
798
                                    case DIRECTION_UP   : --y; break;
799
                                    case DIRECTION_DOWN : ++y; break;
800
                                    case DIRECTION_LEFT : --x; break;
801
                                    case DIRECTION_RIGHT: ++x; break;
802
                                    default: break;
803
                                }
804
805
                                item = floorItemManager->findByCoordinates(
806
                                        x, y);
807
                            }
808
809
                            if (item)
810
                                player_node->pickUp(item);
811
812
                            used = true;
813
                        }
814
                        break;
815
                    case KeyboardConfig::KEY_SIT:
816
                        // Player sit action
817
                        player_node->toggleSit();
818
                        used = true;
819
                        break;
820
                    case KeyboardConfig::KEY_HIDE_WINDOWS:
821
                        // Hide certain windows
822
                        if (!chatWindow->isInputFocused())
823
                        {
824
                            statusWindow->setVisible(false);
825
                            inventoryWindow->setVisible(false);
826
                            skillDialog->setVisible(false);
827
                            setupWindow->setVisible(false);
828
                            equipmentWindow->setVisible(false);
829
                            helpWindow->setVisible(false);
830
                            debugWindow->setVisible(false);
831
#ifdef TMWSERV_SUPPORT
832
                            guildWindow->setVisible(false);
833
                            buddyWindow->setVisible(false);
834
#endif
835
                        }
836
                        break;
837
                    case KeyboardConfig::KEY_WINDOW_STATUS:
838
                        requestedWindow = statusWindow;
839
                        break;
840
                    case KeyboardConfig::KEY_WINDOW_INVENTORY:
841
                        requestedWindow = inventoryWindow;
842
                        break;
843
                    case KeyboardConfig::KEY_WINDOW_EQUIPMENT:
844
                        requestedWindow = equipmentWindow;
845
                        break;
846
                    case KeyboardConfig::KEY_WINDOW_SKILL:
847
                        requestedWindow = skillDialog;
848
                        break;
849
                    case KeyboardConfig::KEY_WINDOW_MINIMAP:
850
                        minimap->toggle();
851
                        break;
852
                    case KeyboardConfig::KEY_WINDOW_CHAT:
853
                        requestedWindow = chatWindow;
854
                        break;
855
                    case KeyboardConfig::KEY_WINDOW_SHORTCUT:
856
                        requestedWindow = itemShortcutWindow;
857
                        break;
858
                    case KeyboardConfig::KEY_WINDOW_SETUP:
859
                        requestedWindow = setupWindow;
860
                        break;
861
                    case KeyboardConfig::KEY_WINDOW_DEBUG:
862
                        requestedWindow = debugWindow;
863
                        break;
864
                    case KeyboardConfig::KEY_WINDOW_PARTY:
865
                        requestedWindow = partyWindow;
866
                        break;
867
                    case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT:
868
                        requestedWindow = emoteShortcutWindow;
869
                        break;
870
                    case KeyboardConfig::KEY_WINDOW_OUTFIT:
871
                        requestedWindow = outfitWindow;
872
                        break;
873
                    case KeyboardConfig::KEY_SCREENSHOT:
874
                        // Screenshot (picture, hence the p)
875
                        saveScreenshot();
876
                        used = true;
877
                        break;
878
                    case KeyboardConfig::KEY_PATHFIND:
879
                        // Find path to mouse (debug purpose)
880
                        viewport->toggleDebugPath();
881
                        used = true;
882
                        break;
883
                    case KeyboardConfig::KEY_TRADE:
884
                        // Toggle accepting of incoming trade requests
885
                        unsigned int deflt = player_relations.getDefault();
886
                        if (deflt & PlayerRelation::TRADE)
887
                        {
888
                            localChatTab->chatLog(
889
                                        _("Ignoring incoming trade requests"),
890
                                        BY_SERVER);
891
                            deflt &= ~PlayerRelation::TRADE;
892
                        }
893
                        else
894
                        {
895
                            localChatTab->chatLog(
896
                                        _("Accepting incoming trade requests"),
897
                                        BY_SERVER);
898
                            deflt |= PlayerRelation::TRADE;
899
                        }
900
901
                        player_relations.setDefault(deflt);
902
903
                        used = true;
904
                        break;
905
                }
906
            }
907
908
            if (requestedWindow)
909
            {
910
                requestedWindow->setVisible(!requestedWindow->isVisible());
911
                if (requestedWindow->isVisible())
912
                    requestedWindow->requestMoveToTop();
913
                used = true;
914
            }
915
        }
916
        // Quit event
917
        else if (event.type == SDL_QUIT)
918
        {
919
            done = true;
920
        }
921
922
        // Push input to GUI when not used
923
        if (!used)
924
        {
925
            try
926
            {
927
                guiInput->pushInput(event);
928
            }
929
            catch (gcn::Exception e)
930
            {
931
                const char* err = e.getMessage().c_str();
932
                logger->log("Warning: guichan input exception: %s", err);
933
            }
934
        }
935
936
    } // End while
937
938
    // If the user is configuring the keys then don't respond.
939
    if (!keyboard.isEnabled())
940
        return;
941
942
    // Moving player around
943
    if (player_node->mAction != Being::DEAD && current_npc == 0 &&
944
        !chatWindow->isInputFocused())
945
    {
946
        // Get the state of the keyboard keys
947
        keyboard.refreshActiveKeys();
948
949
        // Ignore input if either "ignore" key is pressed
950
        // Stops the character moving about if the user's window manager
951
        // uses "ignore+arrow key" to switch virtual desktops.
952
        if (keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_1) ||
953
            keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_2))
954
        {
955
            return;
956
        }
957
958
        const Vector &pos = player_node->getPosition();
959
        const Uint16 x = (int) pos.x / 32;
960
        const Uint16 y = (int) pos.y / 32;
961
        unsigned char direction = 0;
962
963
        // Translate pressed keys to movement and direction
964
        if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) ||
965
            (joystick && joystick->isUp()))
966
        {
967
            direction |= Being::UP;
968
        }
969
        else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) ||
970
                 (joystick && joystick->isDown()))
971
        {
972
            direction |= Being::DOWN;
973
        }
974
975
        if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) ||
976
            (joystick && joystick->isLeft()))
977
        {
978
            direction |= Being::LEFT;
979
        }
980
        else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) ||
981
                 (joystick && joystick->isRight()))
982
        {
983
            direction |= Being::RIGHT;
984
        }
985
986
        player_node->setWalkingDir(direction);
987
988
        // Attacking monsters
989
        if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
990
           (joystick && joystick->buttonPressed(0)))
991
        {
992
            if (player_node->getTarget())
993
                player_node->attack(player_node->getTarget(), true);
994
        }
995
996
        if (keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK))
997
        {
998
            Being *target = NULL;
999
1000
            bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
1001
            // A set target has highest priority
1002
            if (!player_node->getTarget())
1003
            {
1004
#ifdef TMWSERV_SUPPORT
1005
                Uint16 targetX = x / 32, targetY = y / 32;
1006
#else
1007
                Uint16 targetX = x, targetY = y;
1008
#endif
1009
                // Only auto target Monsters
1010
                target = beingManager->findNearestLivingBeing(targetX, targetY,
1011
                         20, Being::MONSTER);
1012
            }
1013
            player_node->attack(target, newTarget);
1014
        }
1015
1016
        // Target the nearest player/monster/npc
1017
        if ((keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) ||
1018
            keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
1019
            keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) ||
1020
                    (joystick && joystick->buttonPressed(3))) &&
1021
                !keyboard.isKeyActive(keyboard.KEY_TARGET))
1022
        {
1023
            Being::Type currentTarget = Being::UNKNOWN;
1024
            if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
1025
                    (joystick && joystick->buttonPressed(3)))
1026
                currentTarget = Being::MONSTER;
1027
            else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
1028
                currentTarget = Being::PLAYER;
1029
            else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC))
1030
                currentTarget = Being::NPC;
1031
1032
            Being *target = beingManager->findNearestLivingBeing(player_node,
1033
                                                    20, currentTarget);
1034
1035
            if (target && (target != player_node->getTarget() ||
1036
                    currentTarget != mLastTarget))
1037
            {
1038
                player_node->setTarget(target);
1039
                mLastTarget = currentTarget;
1040
            }
1041
        } else mLastTarget = Being::UNKNOWN; // Reset last target
1042
1043
        // Talk to the nearest NPC if 't' pressed
1044
        if ( keyboard.isKeyActive(keyboard.KEY_TALK) )
1045
        {
1046
            if (!npcDialog->isVisible())
1047
            {
1048
                Being *target = player_node->getTarget();
1049
1050
                if (target)
1051
                {
1052
                    if (target->getType() == Being::NPC)
1053
                        dynamic_cast<NPC*>(target)->talk();
1054
                }
1055
            }
1056
        }
1057
1058
        // Stop attacking if the right key is pressed
1059
        if (!keyboard.isKeyActive(keyboard.KEY_ATTACK)
1060
            && keyboard.isKeyActive(keyboard.KEY_TARGET))
1061
        {
1062
            player_node->stopAttack();
1063
        }
1064
1065
        if (joystick)
1066
        {
1067
            if (joystick->buttonPressed(1))
1068
            {
1069
                FloorItem *item = floorItemManager->findByCoordinates(x, y);
1070
1071
                if (item)
1072
                    player_node->pickUp(item);
1073
            }
1074
            else if (joystick->buttonPressed(2))
1075
            {
1076
                player_node->toggleSit();
1077
            }
1078
        }
1079
    }
1080
}